Search Results

Search found 995 results on 40 pages for 'jsr 360'.

Page 3/40 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Realtek HD Audio 5.1 Optical Input (from Xbox 360)

    - by Shevek
    I'm trying to connect up my Xbox 360 digital audio to my 5.1 speakers via my PC (my LCD has dual input, DVI for the PC, D-SUB for the Xbox). The motherboard has a Realtek ALC888 chipset and I have a 5.1 speaker system connected via 3 x 3.5mm jacks (FR/FL, RR/RL, C/LFE) and I get full 5.1 output from the PC. I have connected the optical audio cable from the Xbox to the Optical In on the motherboard's backplate. With the Xbox in Digital Stereo mode I get 2 channel audio from the Xbox, through the PC, to the speakers. With the Xbox in Dolby Digital 5.1 mode I get no sound at all. I have the latest Realtek drivers installed in Win 7 32-bit. Questions: Is it possible to use the full 5.1 DD from the Xbox? If so, am I missing some option(s) in the Realtek setup? Do I need some other piece of software to do this? (AC3Filter or FFDShow perhaps) Many thanks

    Read the article

  • Mac Mini's internet very slow, every other device fine (PC, iPhone, Xbox 360)

    - by alex
    I recently haven't used my Mac Mini for about 5 days (however it was left on). I seem to be able to connect and get great download / upload speeds through my PC, Xbox 360, iPhone and parents' laptop. However, my Mac Mini is very slow. OS X's Mail.app is downloading mail at 0.4kbps and then dropping to 0. Skype file transfers are doing the same. Browsing the net is a terrible experience. It is taking 30 seconds or more to download basic pages. All of my devices connect wirelessly to a Netgear router / modem. I have tried giving the Mac Mini a manual IP, and renew DHCP lease, as well as flush DNS in Terminal. I have also rebooted the router / modem twice, and the Mac Mini twice. Do you know what could be causing this? Thanks

    Read the article

  • Using Xbox 360 controller with Mac OS X (specifically turning it off)

    - by Bob King
    So I've been using this driver for a few months with the Xbox 360 Wireless Controller For Windows with my Mac Mini. Here's an article about the driver on Gizmodo. The driver works really well for actually using the controller, but there doesn't seem to be a way to power off the controller without pulling the batteries. Does anyone know of a replacement driver that includes power-off capabilities, or know of some other undocumented way to turn the controller off? Note: I've been having problems getting to the site, but it could be our corporate filtering.

    Read the article

  • Connecting my XBOX 360 to home network

    - by patrick
    I am trying to set up my XBOX 360 as a Windows Media Center Extender. I input the code as shown on the XBOX screen, but I get the error message: "Cannot Set Up Extender." This means that the Extender was found (there's a separate error msg for extender not found), however it can't be set up. Windows points me to this page which tells me to change my router settings to enable multicast and UPnP. My router doesn't have those specific settings but I did open all ports for the XBOX. What is odd about this problem is that it did work, then I restarted my computer and didn't change any settings, and now it doesn't work. I guess something did change, but I can't figure out anything else to try after opening all ports. I'm running Windows 7 and the router is fairly recent (I bought it about six months ago) so it should be able to handle this. The router firmware is up to date.

    Read the article

  • My new Xbox 360 drive doesn't show up

    - by RobbieGee
    I bought an Xbox 360 Arcade version a while ago and today I got a 120GB drive from a shop that had a closedown sale. I put the drive on the side as per the picture on the back side of the drive. When I go to settings and look at memory, it only finds the built in memory chip, not the harddrive. Am I doing it correct? I have almost never used my Xbox so I'm not sure if there's anything more to it. I don't think I fitted the drive wrong either, it seems pretty much impossible to do it wrong. The box came with only the drive, it doesn't have any transfer kit or the likes.

    Read the article

  • Xbox 360 formatting for MP4 h.264?

    - by Kayle
    For the life of me, I can't get the Xbox 360 to recognize anything other than a WMV. It's full updated with Xbox Live and I even added all the Video apps (Zune, Netflix, etc) just to see if it would force some sort of codec update. I'm using handbrake, at the moment, to try and convert an mkv with subtitles. Handbrake burns the subtitles into the video for me, which is important. I can't figure out what is missing though, as the Xbox refuses to acknowledge my MP4s. Here's the VLC codec info output: As far as I can tell, this is EXACTLY what the xbox supports. I don't want to convert every video twice by throwing it through Windows Movie Maker just to get it to WMV. None of the converters mentions above output to WMV and I don't like WMV since it's not as universal as MP4. I've tried changing the container name manually to M4V, MOV, and AVI to see if I can trick the Xbox... no beans. The video displays perfectly in WMP, of course. If I convert it to WMV, suddenly it works fine. But I don't find this acceptable, as I know the Xbox is supposed to support other filetypes. If anyone knows why my Xbox won't play anything but WMVs, I would be very appreciative to know why! It's driving me nuts. The only other information I can think to include is that it's about 3 years old and of the cheapest variety (Xbox Arcade). I've added a hard drive, xbox live, and have thoroughly updated it. Maybe there's a specific video update I'm unaware of??

    Read the article

  • Mac Mini's internet very slow, every other device fine (PC, iPhone, Xbox 360)

    - by alex
    I recently haven't used my Mac Mini for about 5 days (however it was left on). I seem to be able to connect and get great download / upload speeds through my PC, Xbox 360, iPhone and parents' laptop. However, my Mac Mini is very slow. OS X's Mail.app is downloading mail at 0.4kbps and then dropping to 0. Skype file transfers are doing the same. Browsing the net is a terrible experience. It is taking 30 seconds or more to download basic pages. All of my devices connect wirelessly to a Netgear router / modem. I have tried giving the Mac Mini a manual IP, and renew DHCP lease, as well as flush DNS in Terminal. I have also rebooted the router / modem twice, and the Mac Mini twice. Do you know what could be causing this? Thanks Update This is very weird. It is also very slow accessing localhost (setup through MAMP) and also slow to access the Netgear router config pages.

    Read the article

  • Third JCP.Next JSR Submitted

    - by heathervc
    JSR 358, A major revision of the Java Community Process was submitted for JSR Review on Thursday.  This JSR will modify the JSPA as well as the Process Document, and will tackle a large number of complex issues, many of them postponed from JSR 348. For these reasons, the JCP EC (acting as the Expert Group for this JSR), expects to spend a considerable amount of time working on it - at least a year, and probably more.  Read more from the Spec Lead, Patrick Curran, in his latest blog post for more details.

    Read the article

  • Can I hook my xbox up to my Ubuntu PC

    - by Anonymous John
    My old xbox 360 won't eject disks, it makes a sound,but won't open. I want to play games, so I think I could hook it up to my PC running Ubuntu 13.10 64-bit and maybe I could use my PC's DVD drive. Can this work at all, or am I just crazy? There is an HDMI port on the back of my graphics card. If I can't do that, is there any software for Ubuntu that can rip the game off of a CD and put it on a flash drive? I have heard xbmcbuntu works great for gaming, but it doesn't work with my PC.

    Read the article

  • Pivotal Announces JSR-352 Compliance for Spring Batch

    - by reza_rahman
    Pivotal, the company currently funding development of the popular Spring Framework, recently announced JSR 352 (aka Batch Applications for the Java Platform) compliance for the Spring Batch project. More specifically, Spring Batch targets JSR-352 Java SE runtime compatibility rather than Java EE runtime compatibility. If you are surprised that APIs included in Java EE can pass TCKs targeted for Java SE, you should not be. Many other Java EE APIs target compatibility in Java SE environments such as JMS and JPA. You can read about Spring Batch's support for JSR-352 here as well as the Spring configuration to get JSR-352 working in Spring (typically a very low level implementation concern intended to be completely transparent to most JSR-352 users). JSR 352 is one of the few very encouraging cases of major active contribution to the Java EE standard from the Spring development team (the other major effort being Rod Johnson's co-leadership of JSR 330 along with Bob Lee). While IBM's Christopher Vignola led the spec and contributed IBM's years of highly mission critical batch processing experience from products like WebSphere Compute Grid and z/OS batch, the Spring team provided major influences to the API in particular for the chunk processing, listeners, splits and operational interfaces. The GlassFish team's own Mahesh Kannan also contributed, in particular by implementing much of the Java EE integration work for the reference implementation. This was an excellent example of multilateral engineering collaboration through the standards process. For many complex reasons it is not too hard to find evidence of less than amicable interaction between the Spring ecosystem and the Java EE standard over the years if one cares to dig deep enough. In reality most developers see Spring and Java EE as two sides of the same server-side Java coin. At the core Spring and Java EE ecosystems have always shared deep undercurrents of common user bases, bi-directional flows of ideas and perhaps genuine if not begrudging mutual respect. We can all hope for continued strength for both ecosystems and graceful high notes of collaboration via efforts like JSR 352.

    Read the article

  • XBox 360 Dashboard Plugins

    - by ChoccyButton
    Is it possible to create plug ins for the Xbox 360 dashboard? I was looking to turn the 360 into the hub for the family. So you could for example turn the xbox on, and there on the dashboard see all the families calendars merged, todo lists, grocery lists, birthdays etc. I can't see anybody talking about plugins for the dashboard around the net so I'm guessing you can't, but thought I'd check. Next option will be something like a net top running in the family room, but that means 2 devices then, one for gaming and one for the family functions

    Read the article

  • JSR updates

    - by heathervc
    There were many JSR updates over the last week.  See below. JSR 258, Mobile User Interface Customization API, has published a Maintenance Release. JSR 257, Contactless Communication API, has published a Maintenance Release 2. JSR 180, SIP API for J2ME, has published a Final Release 5. JSR 269, Pluggable Annotation Processing API, has published a Maintenance Release. JSR 344, JavaServerTM Faces 2.2, has published an Early Draft Review.  The review closes on 8 December.

    Read the article

  • JCP.Next - Early Adopters of JCP 2.8

    - by Heather VanCura
    JCP.Next is a series of three JSRs (JSR 348, JSR 355 and JSR 358), to be defined through the JCP process itself, with the JCP Executive Committee serving as the Expert Group. The proposed JSRs will modify the JCP's processes  - the Process Document and Java Specification Participation Agreement (JSPA) and will apply to all new JSRs for all Java platforms.   The first - JCP.next.1, or more formally JSR 348, Towards a new version of the Java Community Process - was completed and put into effect in October 2011 as JCP 2.8. This focused on a small number of simple but important changes to make our process more transparent and to enable broader participation. We're already seeing the benefits of these changes as new and existing JSRs adopt the new requirements. The second - JSR 355, Executive Committee Merge, is also Final. You can read the JCP 2.9 Process Document .  As part of the JSR 355 Final Release, the JCP Executive Committee published revisions to the JCP Process Document (version 2.9) and the EC Standing Rules (version 2.2).  The changes went into effect following the 2012 EC Elections in November. The third JSR 358, A major revision of the Java Community Process was submitted in June 2012.  This JSR will modify the Java Specification Participation Agreement (JSPA) as well as the Process Document, and will tackle a large number of complex issues, many of them postponed from JSR 348. For these reasons, the JCP EC (acting as the Expert Group for this JSR), expects to spend a considerable amount of time working on. The JSPA is defined by the JCP as "a one-year, renewable agreement between the Member and Oracle. The success of the Java community depends upon an open and transparent JCP program.  JSR 358, A major revision of the Java Community Process, is now in process and can be followed on java.net. The following JSRs and Spec Leads were the early adopters of JCP 2.8, who voluntarily migrated their JSRs from JCP 2.x to JCP 2.8 or above.  More candidates for 2012 JCP Star Spec Leads! JSR 236, Concurrency Utilities for Java EE (Anthony Lai/Oracle), migrated April 2012 JSR 308, Annotations on Java Types (Michael Ernst, Alex Buckley/Oracle), migrated September 2012 JSR 335, Lambda Expressions for the Java Programming Language (Brian Goetz/Oracle), migrated October 2012 JSR 337, Java SE 8 Release Contents (Mark Reinhold/Oracle) – EG Formation, migrated September 2012 JSR 338, Java Persistence 2.1 (Linda DeMichiel/Oracle), migrated January 2012 JSR 339, JAX-RS 2.0: The Java API for RESTful Web Services (Santiago Pericas-Geertsen, Marek Potociar/Oracle), migrated July 2012 JSR 340, Java Servlet 3.1 Specification (Shing Wai Chan, Rajiv Mordani/Oracle), migrated August 2012 JSR 341, Expression Language 3.0 (Kin-man Chung/Oracle), migrated August 2012 JSR 343, Java Message Service 2.0 (Nigel Deakin/Oracle), migrated March 2012 JSR 344, JavaServer Faces 2.2 (Ed Burns/Oracle), migrated September 2012 JSR 345, Enterprise JavaBeans 3.2 (Marina Vatkina/Oracle), migrated February 2012 JSR 346, Contexts and Dependency Injection for Java EE 1.1 (Pete Muir/RedHat) – migrated December 2011

    Read the article

  • Sirius Satellite Radio Streaming via XBOX 360

    - by Kyle B.
    Anyone have any luck with this? I've found a number of articles which point to an application uSirius which is apparently discontinued (bought out by Apple or something it looks like) but it is nowhere I have found. Basically I know media center has some baked in functionality for XM radio streaming, but nothing for Sirius radio. Anyone have any luck with this? Thanks, Kyle

    Read the article

  • Best way to backup Xbox 360 USB Drive

    - by TekiusFanatikus
    What is the best way to backup/restore my USB drive that I use for my Xbox? I want to make sure that if the USB drive goes, that I can retrieve my saved games and such onto another USB drive. I was able to show the content of the drive, however, I wasn't sure if I could simply copy the content onto a Truecrypt volume and be able to restore it from there at a later date. The file system is not FAT or NTFS, wasn't sure about the impacts of copying from two different file systems... I currently have a DataTraveler G3 16GB. After a bit of googling, I was able to find this article, mentions an app called USBXtafGUI

    Read the article

  • JSR Updates and Inactive JSRs

    - by heathervc
     The following JSRs have made progress in the JCP program this week: JSR 342, Java Platform, Enterprise Edition 7 (Java EE 7) Specification, has posted an Early Draft 2 Review.  This review closes 30 November. JSR 338, Java Persistence 2.1, has posted an Early Draft 2 Review.  This review closes 30 November.  JSR 346, Contexts and Dependency Injection for Java, EE 1.1, has posted a Public Review.  This review closes 3 December.  JSR 352, Batch Applications for the Java Platform, has posted a Public Review.  This review closes 3 December. Inactive JSRs: In 2008, we initiated an effort to identify JSRs that had not continued to make progress in the JCP program.  We have reported on this topic since that time at JCP Executive Committee Meetings. The term 'Inactive JSRs' was introduced, and a process was developed with the guidance of the EC to reduce the number of Inactive JSRs  (reduced from over 60 to 2 JSRs) through either moving to the next JSR stage or being Withdrawn or declared Dormant.  This process has been formalized in JCP 2.8 and above, with the introduction of JSR deadlines.  The JSRs which were put to a Dormancy Ballot in September 2012  have been approved by the EC and are now declared Dormant.  You can view the results of the JSR Voting on JCP.org.  The latest Inactive JSRs report is available as part of the September 2012 JCP EC Face-to-Face Meeting Materials. 

    Read the article

  • JSR Updates - Multiple JSRs migrate to latest JCP version

    - by Heather VanCura
    As part of the JCP.Next reform effort, many JSRs have migrated to the latest version of the JCP program in the last month.  These JSRs' Spec Leads and Expert Groups are contributing to the strides the JCP has been making to enable greater community transparency, participation and agility to the working of the JSR development through the JCP program. Any other JSR Spec Leads interested in migrating to the latest JCP version, now JCP 2.9, as of 13 November, incorporating the Merged Executive Committee (EC), see the Spec Lead Guide for instructions on migrating to the latest JCP version.  For JCP 2.8 JSRs, you are effectively already operating under JCP 2.9 since there are no longer two ECs.  This is the difference for JCP 2.8 JSRs migrating to JCP 2.9 -- a merged EC.  To make the migration official, just inform your Expert Group on a public channel and email your request to admin at jcp.org. JSR 310, Date and Time API, led by Stephen Colebourne and Michael Nascimento and Oracle (Roger Riggs)  JSR 349, Bean Valirdation 1.1, led by RedHat (Emmanuel Bernard) JSR 350, Java State Management, led by Oracle (Mitch Upton) JSR 339, JAX-RS 2.0: The Java API for RESTful Web Services, led by Oracle, (Santiago Pericas-Geertsen and Marek Potociar) JSR 347, Data Grids for the Java Platform, led by RedHat (Manik Surtani)

    Read the article

  • JSR Updates and EC Meeting Tuesday @ 15:00 PST

    - by Heather VanCura
    JSR 310, Date and Time API, has moved to JCP 2.9 (first JCP 2.9 JSR!) JSR 236, Concurrency Utilities for Java EE, has published an Early Draft Review. This review ends 15 December 2012.  Tomorrow, Tuesday 20 November is the last Public EC Meeting of 2012, and the first EC meeting with the merged EC. The second hour of this meeting will be open to the public at 3:00 PM PST. The agenda includes  JSR 355,  EC merge implementation report, JSR 358 (JCP.next.3) status report, JCP 2.8 status update and community audit program.  Details are below. We hope you will join us, but if you cannot attend, not to worry--the recording and materials will also be public on the JCP.org multimedia page. Meeting details Date & Time Tuesday November 20, 2012, 3:00 - 4:00 pm PST Location Teleconference Dial-in +1 (866) 682-4770 (US) Conference code: 627-9803 Security code: 52732 ("JCPEC" on your phone handset) For global access numbers see http://www.intercall.com/oracle/access_numbers.htm Or +1 (408) 774-4073 WebEx Browse for the meeting from https://jcp.webex.com No registration required (enter your name and email address) Password: JCPEC Agenda JSR 355 (the EC merge) implementation report JSR 358 (JCP.next.3) status report 2.8 status update and community audit program Discussion/Q&A Note The call will be recorded and the recording published on jcp.org, so those who are unable to join in real-time will still be able to participate.

    Read the article

  • My Thoughts On the Xbox 180

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/21/my-thoughts-on-the-xbox-180.aspx Everyone seems to be putting their 0.00237 cents into the wishing well over Microsoft's recent decision to reverse the DRM policy on the Xbox One. However, there have been a few issues that nobody has touched. As such, I have decided to dig 0.00237 cents out of my pocket. First, let me be clear about this point. I do not support the decision to reverse the DRM policy on the Xbox One. I wanted that point to be expressed first and unambiguously. I will say it again. I do not support the decision to reverse the DRM policy on the Xbox One. Now that I have that out of the way, let me go into my rationale. This decision removes most of the cool features that enticed me to pre-order the console. No, I didn't cancel my pre-order. There is still five months before the release of the console, and there is still a plethora of information that we, as consumers, do not have. With that, it should be noted that much of the talk in this post is speculation and rhetoric. I do not have any insider information that you do not possess. The persistent connection would have allowed the console to do many of the functions for which we have been begging. That demo where someone was playing Ryse, seamlessly accepted a multiplayer challenge in Killer Instinct, played the match (and a rematch,) and then jumped back into Ryse. That's gone, if you bought the game on disc. The new, DRM free system will require the disc in the system to play a game. That bullet point where one Xbox Live account could have up to 10 slave accounts so families could play together, no matter where they were located. That's gone as well. The promise of huge, expansive, dynamically changing worlds that was brought to us with the power of cloud computing. Well, "the people" didn't want there to be a forced, persistent connection. As such, developers can't rely on a connection and, as such, that feature is gone. This is akin to the removal of the hard drive on the Xbox 360. The list continues, but the enthusiast press has enumerated the list far better than I wish. All of this is because the Xbox team saw the HUGE success of Steam and decided to borrow a few ideas. Yes, Steam. The service that everyone hated for the first six months (for the same reasons the Xbox One is getting flack.) There was an initial growing pain. However, it is now lauded as the way games distribution should be handled. Unless you are Microsoft. I do find it curious that many of the features were originally announced for the PS4 during its unveiling. However, much of that was left strangely absent for Sony's E3 press conference. Instead, we received a single, static slide that basically said the exact opposite of Microsoft's plans. It is not farfetched to believe that slide came into existence during the approximately seven hours between the two media briefings. The thing that majorly annoys me over this whole kerfuffle is that the single thing that caused the call to arms is, really, not an issue. Microsoft never said they were going to block used sales. They said it was up to the publisher to make that decision. This would have allowed publishers to reclaim some of the costs of development in subsequent sales of the product. If you sell your game to GameStop for 7 USD, GameStop is going to sell it for 55 USD. That is 48 USD pure profit for them. Some publishers asked GameStop for a small cut. Was this a huge, money grubbing scheme? Well, yes, but the idea was that they have to handle server infrastructure for dormant accounts, etc. Of course, GameStop flatly refused, and the Online Pass was born. Fortunately, this trend didn’t last, and most publishers have stopped the practice. The ability to sell "licenses" has already begun to be challenged. Are you living in the EU? If so, companies must allow you to sell digital property. With this precedent in place, it's only a matter of time before other areas follow suit. If GameStop were smart, they should have immediately contacted every publisher out there to get the rights to become a clearing house for these licenses. Then, they keep their business model and could reduce their brick and mortar footprint. The digital landscape is changing. We need to not block this process. As Seth MacFarlane best said "Some issues are so important that you should drag people kicking and screaming." I believe this was said on an episode of Real Time with Bill Maher about the issue of Gay Marriages. Much like the original source, this is an issue that we need to drag people to the correct, progressive position. Microsoft, as a company, actually has the resources to weather the transition period. They have a great pool of first and second party developers that can leverage this new framework to prove the validity. Over time, the third party developers will get excited to use these tools. As an old C++ guy, I resisted C# for years. Now, I think it's one of the best languages I've ever used. I have a server room and a Co-Lo full of servers, so I originally didn't see the value in Azure. Now, I wish I could move every one of my projects into the cloud. I still LOVE getting physical packaging, which my music and games collection will proudly attest. However, I have started to see the value in pure digital, and have found ways to integrate this into the ways I consume those products. I can, honestly, understand how some parts of the population would be very apprehensive about this new landscape. There were valid arguments about people with no internet access. There are ways to combat these problems. These methods do not require us to throw the baby out with the bathwater. However, the number of people in the computer industry that I have seen cry foul is truly appalling. We are the forward looking people that help show how technology can improve people's lives. If we can't see the value of the brief pain involved with an exciting new ecosystem, than who will?

    Read the article

  • OpenSteer on Xbox 360?

    - by Rosarch
    I want to use OpenSteer for my game that I want to be compatible with the Xbox 360. I have heard that since it is a wrapper for a C++ library, it will work in XNA on a PC, but not on the Xbox. Is there no way to make it compatible?

    Read the article

  • Linux router: ping doesn't route back

    - by El Barto
    I have a Debian box which I'm trying to set up as a router and an Ubuntu box which I'm using as a client. My problem is that when the Ubuntu client tries to ping a server on the Internet, all the packets are lost (though, as you can see below, they seem to go to the server and back without problem). I'm doing this in the Ubuntu Box: # ping -I eth1 my.remote-server.com PING my.remote-server.com (X.X.X.X) from 10.1.1.12 eth1: 56(84) bytes of data. ^C --- my.remote-server.com ping statistics --- 13 packets transmitted, 0 received, 100% packet loss, time 12094ms (I changed the name and IP of the remote server for privacy). From the Debian Router I see this: # tcpdump -i eth1 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth1, link-type EN10MB (Ethernet), capture size 65535 bytes IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 7, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 8, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 8, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 9, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 9, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 10, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 10, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 11, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 11, length 64 ^C 9 packets captured 9 packets received by filter 0 packets dropped by kernel # tcpdump -i eth2 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth2, link-type EN10MB (Ethernet), capture size 65535 bytes IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 213, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 213, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 214, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 214, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 215, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 215, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 216, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 216, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 217, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 217, length 64 ^C 10 packets captured 10 packets received by filter 0 packets dropped by kernel And at the remote server I see this: # tcpdump -i eth0 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth0, link-type EN10MB (Ethernet), capture size 96 bytes IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 1, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 1, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 2, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 2, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 3, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 3, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 4, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 4, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 5, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 5, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 6, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 6, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 7, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 7, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 8, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 8, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 9, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 9, length 64 18 packets captured 228 packets received by filter 92 packets dropped by kernel Here "X.X.X.X" is my remote server's IP and "Y.Y.Y.Y" is my local network's public IP. So, what I understand is that the ping packets are coming out of the Ubuntu box (10.1.1.12), to the router (10.1.1.1), from there to the next router (192.168.1.1) and reaching the remote server (X.X.X.X). Then they come back all the way to the Debian router, but they never reach the Ubuntu box back. What am I missing? Here's the Debian router setup: # ifconfig eth1 Link encap:Ethernet HWaddr 94:0c:6d:82:0d:98 inet addr:10.1.1.1 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::960c:6dff:fe82:d98/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:105761 errors:0 dropped:0 overruns:0 frame:0 TX packets:48944 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:40298768 (38.4 MiB) TX bytes:44831595 (42.7 MiB) Interrupt:19 Base address:0x6000 eth2 Link encap:Ethernet HWaddr 6c:f0:49:a4:47:38 inet addr:192.168.1.10 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::6ef0:49ff:fea4:4738/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:38335992 errors:0 dropped:0 overruns:0 frame:0 TX packets:37097705 errors:0 dropped:0 overruns:0 carrier:1 collisions:0 txqueuelen:1000 RX bytes:4260680226 (3.9 GiB) TX bytes:3759806551 (3.5 GiB) Interrupt:27 eth3 Link encap:Ethernet HWaddr 94:0c:6d:82:c8:72 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:20 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:3408 errors:0 dropped:0 overruns:0 frame:0 TX packets:3408 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:358445 (350.0 KiB) TX bytes:358445 (350.0 KiB) tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 inet addr:10.8.0.1 P-t-P:10.8.0.2 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1500 Metric:1 RX packets:2767779 errors:0 dropped:0 overruns:0 frame:0 TX packets:1569477 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:3609469393 (3.3 GiB) TX bytes:96113978 (91.6 MiB) # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 10.8.0.2 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 127.0.0.1 0.0.0.0 255.255.255.255 UH 0 0 0 lo 10.8.0.0 10.8.0.2 255.255.255.0 UG 0 0 0 tun0 192.168.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth2 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 0.0.0.0 192.168.1.1 0.0.0.0 UG 0 0 0 eth2 # arp -n # Note: Here I have changed all the different MACs except the ones corresponding to the Ubuntu box (on 10.1.1.12 and 192.168.1.12) Address HWtype HWaddress Flags Mask Iface 192.168.1.118 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.72 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.94 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.102 ether NN:NN:NN:NN:NN:NN C eth2 10.1.1.12 ether 00:1e:67:15:2b:f0 C eth1 192.168.1.86 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.2 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.61 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.64 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.116 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.91 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.52 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.93 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.87 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.92 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.100 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.40 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.53 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.83 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.89 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.12 ether 00:1e:67:15:2b:f1 C eth2 192.168.1.77 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.66 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.90 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.65 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.41 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.78 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.123 ether NN:NN:NN:NN:NN:NN C eth2 # iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # iptables -L -n -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination MASQUERADE all -- 10.1.1.0/24 !10.1.1.0/24 MASQUERADE all -- !10.1.1.0/24 10.1.1.0/24 Chain OUTPUT (policy ACCEPT) target prot opt source destination And here's the Ubuntu box: # ifconfig eth0 Link encap:Ethernet HWaddr 00:1e:67:15:2b:f1 inet addr:192.168.1.12 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:67ff:fe15:2bf1/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:28785139 errors:0 dropped:0 overruns:0 frame:0 TX packets:19050735 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:32068182803 (32.0 GB) TX bytes:6061333280 (6.0 GB) Interrupt:16 Memory:b1a00000-b1a20000 eth1 Link encap:Ethernet HWaddr 00:1e:67:15:2b:f0 inet addr:10.1.1.12 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:67ff:fe15:2bf0/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:285086 errors:0 dropped:0 overruns:0 frame:0 TX packets:12719 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:30817249 (30.8 MB) TX bytes:2153228 (2.1 MB) Interrupt:16 Memory:b1900000-b1920000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:86048 errors:0 dropped:0 overruns:0 frame:0 TX packets:86048 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:11426538 (11.4 MB) TX bytes:11426538 (11.4 MB) # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.1.1 0.0.0.0 UG 0 0 0 eth0 0.0.0.0 10.1.1.1 0.0.0.0 UG 100 0 0 eth1 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 10.8.0.0 192.168.1.10 255.255.255.0 UG 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 eth0 192.168.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth0 # arp -n # Note: Here I have changed all the different MACs except the ones corresponding to the Debian box (on 10.1.1.1 and 192.168.1.10) Address HWtype HWaddress Flags Mask Iface 192.168.1.70 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.90 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.97 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.103 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.13 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.120 (incomplete) eth0 192.168.1.111 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.118 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.51 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.102 (incomplete) eth0 192.168.1.64 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.52 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.74 (incomplete) eth0 192.168.1.94 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.121 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.72 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.87 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.91 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.71 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.78 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.83 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.88 (incomplete) eth0 192.168.1.82 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.98 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.100 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.93 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.73 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.11 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.85 (incomplete) eth0 192.168.1.112 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.89 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.65 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.81 ether NN:NN:NN:NN:NN:NN C eth0 10.1.1.1 ether 94:0c:6d:82:0d:98 C eth1 192.168.1.53 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.116 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.61 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.10 ether 6c:f0:49:a4:47:38 C eth0 192.168.1.86 (incomplete) eth0 192.168.1.119 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.66 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth1 192.168.1.92 ether NN:NN:NN:NN:NN:NN C eth0 # iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # iptables -L -n -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain INPUT (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination Edit: Following Patrick's suggestion, I did a tcpdump con the Ubuntu box and I see this: # tcpdump -i eth1 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth1, link-type EN10MB (Ethernet), capture size 65535 bytes IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 1, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 1, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 2, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 2, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 3, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 3, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 4, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 4, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 5, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 5, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 6, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 6, length 64 ^C 12 packets captured 12 packets received by filter 0 packets dropped by kernel So the question is: if all packets seem to be coming and going, why does ping report 100% packet loss?

    Read the article

  • JSR Updates

    - by heathervc
    JSR 349, Bean Validation 1.1, has published a Public Review. The review closes on 12 November. JSR 331, Constraint Programming API, has published a Maintenance Release. JSR 335, Lambda Expressions for the Java Programming Language, has moved to JCP 2.8!  Check out their java.net project. JSR 107, JCACHE - Java Temporary Caching API, has posted their Early Draft Release.  The review closes on 22 November.

    Read the article

  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >